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Resolve misleading "NETWORK TROUBLE" during death (#4827)
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Lines changed: 5 additions & 2 deletions

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Client/mods/deathmatch/logic/CNetAPI.cpp

Lines changed: 5 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -381,9 +381,12 @@ void CNetAPI::DoPulse()
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}
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// Time to freeze because of lack of return sync?
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// Only treat missing return-sync as network trouble while the local player is alive.
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// During expected dead/spectate periods (e.g. race map voting), return-sync can pause
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// by design and would otherwise show a misleading "NETWORK TROUBLE" warning.
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if (!g_pClientGame->IsDownloadingBigPacket() && (m_bStoredReturnSync) && (m_ulLastPuresyncTime != 0) && (m_ulLastSyncReturnTime != 0) &&
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(ulCurrentTime <= m_ulLastPuresyncTime + 5000) && (ulCurrentTime >= m_ulLastSyncReturnTime + 10000) &&
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(!g_pClientGame->GetLocalPlayer()->m_bIsGettingIntoVehicle) && (!m_bIncreaseTimeoutTime))
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(ulCurrentTime <= m_ulLastPuresyncTime + 5000) && (ulCurrentTime >= m_ulLastSyncReturnTime + 10000) && !pPlayer->IsDead() &&
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!pPlayer->IsDying() && (!g_pClientGame->GetLocalPlayer()->m_bIsGettingIntoVehicle) && (!m_bIncreaseTimeoutTime))
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{
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// No vehicle or vehicle in seat 0?
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if (!pVehicle || pPlayer->GetOccupiedVehicleSeat() == 0)

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